Global eSports Market to Register 25% CAGR over 2016 – 2021 as Number of Tournaments and Prize Money Increase

Global eSports Market to Register 25% CAGR over 2016 – 2021 as Number of Tournaments and Prize Money Increase

Published on : May 05, 2016

ALBANY, New York, May 05, 2016: The global market for eSports, the plethora of mind sports that involves participants contesting in gaming competitions held in game arcades and eSport tournaments, and its crucial elements have been analyzed in a detailed market research report recently added to the portfolio of ResearchMoz.us. The report is titled, “Strategic Assessment of Worldwide eSports Market - Forecast Till 2021.”

The report states that the rising popularity of eSports worldwide will help the global eSports market expand at an exponential 25% CAGR over the report’s forecast period.

The global eSports market has witnessed a significant rise in the number of eSport tournaments and the number of participants/fans in the past few years. In 1998, the number of eSport tournaments to be held across the globe was a meagre seven. By 2013, the figure had passed the score of 1500. As the number and complexity of these tournaments increased, the prize money offered to the winners also saw a huge rise, which directly led to heightened interest from gaming enthusiasts.

A host of factors have helped the market in gaining the widespread popularity it currently enjoys, including the live streaming of multiplayer competitions, the rising popularity of eSports among the tech-savvy young generation of present times, the rising number of tournaments, and a substantial rise in the prize money offered at the tournaments.

Along with live streaming of eSport competitions, factors such as the rising sophistication of guidance data/information of games, associated narratives, and play-through features are also leading to the heightened popularity of the global eSports market. Streaming channels such as YouTube and Twitch have significantly contributed in creating increased awareness about eSport tournaments across the globe. The report segments the global eSports market on the basis of type of end-users/eSports enthusiasts, geography, and stream of revenue generation.

Based on the type of end-users, the report segments the market into regular viewers/participants, occasional viewers/participants, and regular viewers. On the basis of revenue generation stream, the market has been segmented into prize pools, sponsorships, media rights and advertisements, tickets, merchandise, and others. From a geographic perspective, the market for eSports has been examined for APAC, Europe, North America, and Rest of the World.

The report also gives a detailed overview of the competitive landscape of the global eSports market. The market is moderately concentrated, wherein a few tournament organizers and game publishers hold dominant positions. However, the competition among the few dominant market players is intense. The market is in the nascent stage in developing countries such as India and China owing to the recent entry of several game developing companies.